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Practitioner Proceedings of the 8th International Conference of the Immersive Learning Research Network (iLRN2022)最新文献

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Engaging Early Learners in a VUCA World. 让早期学习者融入VUCA世界。
Nely Daher, Emma Donaldson, Georgie Ridehalgh, Penelope Dugan
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引用次数: 0
Engaging Humanities & Humanistic Social Sciences Faculty, Staff, and Students Through XR 通过XR吸引人文与人文社会科学的教职员工和学生
Ayiana Crabtree
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引用次数: 0
Designing Effective Immersive VR Learning Experiences 设计有效的沉浸式VR学习体验
J. Plass, Christopher M. Hovey, Aniol Saurina Maso, Fabian Fröhlich, Sounak Ghosh, Alvaro Olsen, Ken Perlin
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引用次数: 0
Exploring Immersive Storytelling for a Post COVID-19 Tourism Industry 探索COVID-19后旅游业的沉浸式故事讲述
Eric Hawkinson
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引用次数: 0
ALIVE: Avatar Learning Impact assessment for Virtual Environments ALIVE:虚拟环境的化身学习影响评估
Sarune Savickaite, Elliot Millington, Chris Freeman, R. Mcmillan, M. Khamis
. Currently, accurate representation of physical spaces and, especially, human interactions in Virtual Reality (VR)can often feel clunky, unrealistic and require specialist knowledge and development. Our project explores avatar use through the Unreal Meta Humans tool (an extraordinary new 3D character creation technology), specifically, testing the use of realistic avatars in soft skills training and social interactions. This is a proof of concept project to generate ideas that address this gap in knowledge, do fast, low-cost prototyping and user testing to further our understanding of the field. We built and tested the recognition of basic emotions in Meta Humans and cartoon avatars in VR. The aim was to understand whether the realism of the avatar impacts our perception of basic human emotion and the sense of immersion in VR. This work aims to advance the study of artificial social interactions, and guide industry practice.
. 目前,在虚拟现实(VR)中,物理空间的准确表现,尤其是人类互动,往往会让人觉得笨拙、不现实,需要专业知识和发展。我们的项目通过虚幻元人类工具(一种非凡的新3D角色创建技术)探索化身的使用,具体来说,测试在软技能培训和社交互动中使用现实化身。这是一个概念验证项目,旨在产生解决知识差距的想法,进行快速、低成本的原型设计和用户测试,以进一步了解该领域。我们构建并测试了超人类和虚拟现实中的卡通化身对基本情绪的识别。目的是了解虚拟化身的现实性是否会影响我们对基本人类情感的感知以及VR的沉浸感。本研究旨在推动人工社会互动的研究,并指导行业实践。
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引用次数: 0
Marine XR: The impact of an immersive learning AR app on student motivation and engagement with the biology, ecology and conservation of basking sharks 海洋XR:沉浸式学习AR应用程序对学生动机和参与姥鲨的生物学,生态学和保护的影响
P.G.C. Mensink, Brar Rajan, Aleena Sajid, I. Decoito
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引用次数: 0
CHEX Sponsored Workshop Series: Cultivating Standards for Immersive Learning Environments through Design CHEX赞助系列工作坊:透过设计培养沉浸式学习环境的标准
Jordan Tynes, Ian Roy
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引用次数: 0
Aurora Simulator: A Software Application for Exploring the Aurora in Upper Elementary Science Classrooms 极光模拟器:一种用于小学高年级科学课堂极光探索的软件应用
Anisa Bora
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引用次数: 0
Diverse Designs Create Liveable Cities: An Inquiry Learning Unit Utilizing VR/XR Platforms to Explore and Create 多样的设计创造宜居的城市:利用VR/XR平台探索和创造的研究性学习单元
Ian Fairhurst, Angharad Cook, Jared Rastall
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引用次数: 0
Augmented Reality Affording Immersive Learning Experiences in Museum Education 增强现实为博物馆教育提供身临其境的学习体验
Quincy Wang, K. Kumpulainen
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引用次数: 0
期刊
Practitioner Proceedings of the 8th International Conference of the Immersive Learning Research Network (iLRN2022)
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